The Quinfall - Patch v1.0.0.29

Greetings Adventurers,Patch 1.0.0.29 is focused on building a stronger foundation for future balance and design work. In the previous patch, many systems scaled in a way that made tuning extremely difficult. Because several values grew exponentially or relied too heavily on flat bonuses, small balance adjustments could create massive outliers. Changing basic numbers often caused unexpected spikes in damage, defense, healing, or survivability, which made the game harder to balance cleanly.This patch moves several core systems toward percentage-based scaling and clearer class identity. The goal is to make builds easier to understand, easier to adjust, and easier to design around moving forward. Armor weight, attributes, gems, talismans, stamina, and critical damage have all been updated with that goal in mind. Players should have more meaningful build choices, while the design team should have a more stable foundation for future balance passes.Item ConverterDeveloper Note: Many players invest heavily into a gear set, then eventually grow bored of that weapon or class. This game should encourage players to try multiple gear sets. The Item Converter is intended to help players who have invested in one "main class" carry that investment into a new class or build without having to start over completely.Allows you to take any armor convert it into a different armor weight type while keeping:Enhancement levelGemsGradeTalisman bonusEach player will be given x4 Item Converters when the patch launches.Foundational ChangesAttributesDeveloper Note: Attributes were in a strange place. Because they gave flat values, the classes that should have benefited the least from certain attributes often benefited the most. This led to builds like "muscle wizard" allocations, where players could ignore damage-focused stats and still perform well by stacking survivability (e.g., 0 INT / 50 DEF / 100 CON / 50 RES). Going forward, players who want to deal damage should need to invest into damage through their attributes.Stats now scale by percentage (Instead of Flat).At 0 points — you have a 75% modifier on said stat.At 48 points — you have an 87% total modifier.At 100 points — you have a 100% modifier on said stat.Equipment values will still display their base value before calculations. In some cases, the final value will be higher; in other cases, it will be lower. We plan to make this clearer in a future patch.Stat reset no longer costs any currency or fee for only 1 week.This change has been made for players to freely explore new attributes system. There is a visual issue for fee of 5m, and the fee display is incorrect, its free. This attribute change will remain for 1 week and will be removed in a later update.Armor Weight SetsDeveloper Note: The original goal of armor weight was to create meaningful armor diversity. However, due to how each armor set was buffed or nerfed, that goal was missed. Outside of a few exceptions, most players using the same weapon class ended up using the same armor weight. The goal of this rework is to increase customization and give players more agency in how they equip their character.Heavy Armor+10% Physical DP+10% Magical DP+10% Critical Chance Defense modifier+5% HP-60% Mana-30% Magical AP-30% Physical AP-10% Critical Damage modifierLight Armor+5% Physical AP+5% Magical DP+5% Critical Chance Defense modifier+5% Critical Damage-30% Mana-20% Magical APRobe ArmorMedium chest now has a 19 weight maximum (down from 22)+15% Critical Damage+15% Mana+20% Magical AP+20% Physical AP-10% HPGeneral ChangeLight set weight limit adjusted to 20–31.All level 100 characters received an Armor Weight Modifier material as a gift (claimable from mailbox) to allow changing armor type.Weight capacity boosters are temporarily 50% off.TalismansDeveloper Note: Talismans were creating very few meaningful decisions, while also being overly complex for new players. Talisman sets are now the same regardless of armor rarity. For example, purple and gold pieces can now be equipped together and still count toward the same set bonus.Set bonuses from Blue and Purple equipment have been replaced with the Legendary set bonus effect. All talismans now grant only the Legendary set bonus effects.These talisman set bonuses can be used on Blue, Purple, and Legendary equipment.Updated Talisman Sets:Seraphic Grace 2-piece: +20 Health Regen 3-piece: +5% MP 4-piece: +3 SpeedDivine Harmony 2-piece: +20 Mana Regen 3-piece: +5% Physical DP 4-piece: +10% Healing MultiplierAstral Conflux 2-piece: +20 Mana Regen 3-piece: +5% Magical DP 4-piece: +10% Healing MultiplierDragonclaw 2-piece: +20 Health Regen 3-piece: +5% Critical Chance 4-piece: +10% Critical Damage MultiplierBladeweaver 2-piece: +20 Mana Regen 3-piece: +5% Magical DP 4-piece: +15% Physical APRavager's Dominion 2-piece: +40 MP Regen 3-piece: +20 HP Regen 4-piece: +3 SpeedFortress of Valor 2-piece: +20 Health Regen 3-piece: +3% HP 4-piece: +7.5% Physical DPSovereign L

May 25, 2026 - 21:42
 1
The Quinfall - Patch v1.0.0.29
Greetings Adventurers,

Patch 1.0.0.29 is focused on building a stronger foundation for future balance and design work. In the previous patch, many systems scaled in a way that made tuning extremely difficult. Because several values grew exponentially or relied too heavily on flat bonuses, small balance adjustments could create massive outliers. Changing basic numbers often caused unexpected spikes in damage, defense, healing, or survivability, which made the game harder to balance cleanly.

This patch moves several core systems toward percentage-based scaling and clearer class identity. The goal is to make builds easier to understand, easier to adjust, and easier to design around moving forward. Armor weight, attributes, gems, talismans, stamina, and critical damage have all been updated with that goal in mind. Players should have more meaningful build choices, while the design team should have a more stable foundation for future balance passes.


Item Converter

Developer Note: Many players invest heavily into a gear set, then eventually grow bored of that weapon or class. This game should encourage players to try multiple gear sets. The Item Converter is intended to help players who have invested in one "main class" carry that investment into a new class or build without having to start over completely.

  • Allows you to take any armor convert it into a different armor weight type while keeping:

    • Enhancement level

    • Gems

    • Grade

    • Talisman bonus

  • Each player will be given x4 Item Converters when the patch launches.


Foundational Changes
Attributes

Developer Note: Attributes were in a strange place. Because they gave flat values, the classes that should have benefited the least from certain attributes often benefited the most. This led to builds like "muscle wizard" allocations, where players could ignore damage-focused stats and still perform well by stacking survivability (e.g., 0 INT / 50 DEF / 100 CON / 50 RES). Going forward, players who want to deal damage should need to invest into damage through their attributes.

  • Stats now scale by percentage (Instead of Flat).

  • At 0 points — you have a 75% modifier on said stat.

  • At 48 points — you have an 87% total modifier.

  • At 100 points — you have a 100% modifier on said stat.

  • Equipment values will still display their base value before calculations. In some cases, the final value will be higher; in other cases, it will be lower. We plan to make this clearer in a future patch.

  • Stat reset no longer costs any currency or fee for only 1 week.This change has been made for players to freely explore new attributes system. There is a visual issue for fee of 5m, and the fee display is incorrect, its free. This attribute change will remain for 1 week and will be removed in a later update.


Armor Weight Sets

Developer Note: The original goal of armor weight was to create meaningful armor diversity. However, due to how each armor set was buffed or nerfed, that goal was missed. Outside of a few exceptions, most players using the same weapon class ended up using the same armor weight. The goal of this rework is to increase customization and give players more agency in how they equip their character.

Heavy Armor

  • +10% Physical DP

  • +10% Magical DP

  • +10% Critical Chance Defense modifier

  • +5% HP

  • -60% Mana

  • -30% Magical AP

  • -30% Physical AP

  • -10% Critical Damage modifier

Light Armor

  • +5% Physical AP

  • +5% Magical DP

  • +5% Critical Chance Defense modifier

  • +5% Critical Damage

  • -30% Mana

  • -20% Magical AP

Robe Armor

  • Medium chest now has a 19 weight maximum (down from 22)

  • +15% Critical Damage

  • +15% Mana

  • +20% Magical AP

  • +20% Physical AP

  • -10% HP

General Change

  • Light set weight limit adjusted to 20–31.

  • All level 100 characters received an Armor Weight Modifier material as a gift (claimable from mailbox) to allow changing armor type.

  • Weight capacity boosters are temporarily 50% off.


Talismans

Developer Note: Talismans were creating very few meaningful decisions, while also being overly complex for new players. Talisman sets are now the same regardless of armor rarity. For example, purple and gold pieces can now be equipped together and still count toward the same set bonus.

  • Set bonuses from Blue and Purple equipment have been replaced with the Legendary set bonus effect. All talismans now grant only the Legendary set bonus effects.

  • These talisman set bonuses can be used on Blue, Purple, and Legendary equipment.

Updated Talisman Sets:

Seraphic Grace

2-piece: +20 Health Regen

3-piece: +5% MP

4-piece: +3 Speed

Divine Harmony

2-piece: +20 Mana Regen

3-piece: +5% Physical DP

4-piece: +10% Healing Multiplier

Astral Conflux

2-piece: +20 Mana Regen

3-piece: +5% Magical DP

4-piece: +10% Healing Multiplier

Dragonclaw

2-piece: +20 Health Regen

3-piece: +5% Critical Chance

4-piece: +10% Critical Damage Multiplier

Bladeweaver

2-piece: +20 Mana Regen

3-piece: +5% Magical DP

4-piece: +15% Physical AP

Ravager's Dominion

2-piece: +40 MP Regen

3-piece: +20 HP Regen

4-piece: +3 Speed

Fortress of Valor

2-piece: +20 Health Regen

3-piece: +3% HP

4-piece: +7.5% Physical DP

Sovereign Legacy

2-piece: +20 Mana Regen

3-piece: +40 HP Regen

4-piece: +15% Critical Chance Defense

Divine Aegis

2-piece: +20 Health Regen

3-piece: +3% HP

4-piece: +7.5% Magical DP

Eldritch Catalist

2-piece: +50 Health Regen

3-piece: +5% Magical AP

4-piece: +10% Critical Damage Multiplier

Spellfire

2-piece: +20 Mana Regen

3-piece: +5% Critical Chance

4-piece: +10% Magical AP

Tempest Bound

2-piece: +20 Mana Regen

3-piece: +40 hp Regen

4-piece: +3 movementspeed


Gems

Developer Note: Gems previously gave flat values. This meant they often gave the most value to classes that were weak in those stats, while providing relatively smaller gains to classes that had already invested into them. With percentage-based values, gems should now magnify your strengths instead of simply covering your weaknesses.

AP Gems → T1: +0.2% | T2: +0.3% | T3: +0.4%

DP Gems → T1: +0.3% | T2: +0.45% | T3: +0.6%

HP Gems → T1: +0.35% | T2: +0.47% | T3: +0.70%

MP Gems → T1: +0.35% | T2: +0.47% | T3: +0.70%

Regen Gems → T1: +10 | T2: +15 | T3: +20

Crit Chance Gems→ T1: +0.69% | T2: +1.035%| T3: +1.38%

Crit Defence Gems → T1: +0.345%| T2: +0.517%| T3: +0.69%

  • Gem balancing was also applied.

  • The UI issue where gem and talisman success chance was not displayed on equipment has been fixed.


Stamina Rework

Developer Note: Stamina was an overly punishing system. We have adjusted the regen rate and regen delay to give players more opportunities to dodge, jump, and roll. Because bunny hopping has become so prevalent, jumping now has a small stamina cost.

  • Stamina regen delay reduced by 50% (from 3s to 1.5s)

  • Stamina regen rate doubled

  • Jumping now costs 3 stamina (10 in combat, 5 out of combat)

  • Stamina regen increased by an additional 30%


Critical Damage Rebalance

Developer Note: Some weapons should be encouraged to build full damage, while others should be encouraged to invest into Critical Chance and Critical Damage. In the old system, nearly every DPS weapon wanted Critical Damage as much as, or more than, AP. Weapons intended to have higher sustained damage have had their Critical Damage multipliers reduced more heavily. Weapons intended to rely on burst damage and critical hits have been affected less.

Warhammer: 1.21x

Two-Handed Sword: 1.22x

Dual Axes: 1.22x

Daggers: 1.43x

Sword and Shield: 1.23x

Spear: 1.28x

Arcane Staff: 1.3x

Life Staff: 1.1x

Crossbow: 1.43x

Bow: 1.3x

  • Maximum critical chance capped at 100%.

  • Each weapon type now has its own unique base critical damage multiplier.


Class Balance

Necromancer (Arcane Staff)

Developer Note: Necromancer has been difficult to balance because it was extremely tanky, dealt high damage, and brought powerful debuffs at the same time. Going forward, Necromancer should still be able to access those strengths, but not all at once. Different armor weights should now support different Necromancer playstyles.

  • Necromancer scaling changed from 7.5% HP / 50% AP to 4% HP / 90% AP

  • Tornado: Player pull range reduced.

  • Agony Wall rework:

    • Now shreds both Physical DP and Magical DP

    • Slow increased from 30% for 2s → 60% for 3s

    • No longer cleanses buffs

    • Cast range significantly reduced

    • Damage per point reduced from 5% → 3.6%

  • Grave Legion (Skeletons):

    • Now remove buffs from targets they hit

    • Movement and spawn speed increased

    • Cooldown reduced by 0.10s per point; damage increased by 10% per point

Healer (Life Staff)

Developer Note: Healers were in an awkward spot. They had limited agency due to long cooldowns, but were still extremely difficult to kill. We want healers to feel more active and rewarding to play, while creating more counterplay.

  • Life Staff skill cooldown durations adjusted.

  • Life Staff healing amounts adjusted.

  • MP values added to Life Staff and some accessories.

  • HP/MP potion prices at NPCs adjusted.

  • Craftable HP/MP potions: materials adjusted, HP/MP amounts increased, profession EXP adjusted.

  • Ready-made MP potion values adjusted.

  • MP display issue on some equipment fixed.

  • Earring MP value increased by 20%.

  • Health Boost and Critical Heal skill gem healing amounts adjusted.

Spirit Wanderer Changes:

  • Mana Tide: CD 15s → 7s | Damage/lvl 5% → 3% | Heal/lvl 2% → 3%

  • Soul Beacon: CD 15s → 10s

  • Soul Cascade: CD 6.5s → 4s | No longer grants Crit Chance on hit | Heal/lvl 0.4% → 1%

  • Realm Shift: CD 30s → 25s

  • Divine Intervention: CD 80s → 45s

Luminary Changes:

Luminary Healer is in a good spot overall, but its PvE damage was too low.

  • Divine Beam now deals 200% increased PvE damage

  • Dual Surge now deals 200% increased PvE damage

Sword & Shield

Developer Note: Sword and Shield has been a dominant part of the meta for the past month. These changes are intended to reduce its most extreme moments while keeping the core class intact.

Iron-Warden:

Iron-Warden was reaching extreme levels of defense, which made the class difficult to balance.

  • Relentless Charge: DP gain reduced to 3% per stack

  • Rampart: Defense scaling reduced to 3% | Buff duration reduced to 6 seconds

  • Rallying Cry: Self bonus reduced to 15% | Ally bonus increased from 15% → 20%

Vanguard:

Vanguard is in a good place overall. Improving utility while reducing defense gains.

  • Shield Bash: Grants 10% defense for 3 seconds

  • Dread Chain: Applies 30% armor reduction for 3 seconds

  • Reckoning: Now deals 60% extra bonus damage in PvE

  • Valiant Slash: PvE damage set to 300%

  • Sword & Shield skill damage inconsistency (based on stated formula) has been fixed. Damage output significantly improved.

Two-Handed Sword

Developer Note:

While Two-Handed Sword has been a dominant force, we don’t believe its recent strength is entirely tied to its core mechanics. Instead of nerfing the entire class, we’re addressing the most impactful outliers while keeping the class’s identity intact.

Hellknight

  • Frenzy: Critical Chance removed | CD changed to 15s | Scaling reduced from 0.8% → 0.6% per point | Fixed a bug where healing could occur when hitting targets at 0s

  • Fury Impact: Bleed damage on creatures reduced

  • Last Stand: Shield reduced from 0.5% → 0.25% | CD reduced to 40s | Extra damage per point reduced from 25% → 13%

Warhammer

Developer Note: While we believe Hammer is in a much healthier state after the recent changes, it still needed an extra push to truly compete with the more popular classes. With these buffs, we’re giving it the tools it needs to take another step forward.

Demolisher

  • Grasp: CD reduced to 8s | Applies 50% slow for 2s | Hitbox increased

  • Judgement: Damage set to 180%

  • Steel Vortex: CD reduced to 6s | Base value increased by 40% | Now deals 50% increased damage in PvE

Brawler

  • Stone Arena: CD reduced to 40s

Crossbow

Developer Note: The Crossbow Hunter skill tree has struggled to find a place in the meta since the early days of the game. With these changes, we’re aiming to strengthen its identity and help it stand alongside the more popular classes and builds.

Hunter

  • Hunter Instinct (Passive): Duration 3s → 5s

  • Overkill: CD reduced to 12s | Attack speed → 20% | Movement speed → 15%, per level reduced from 0.5% → 0.35%

  • Multi-Shot: Base damage 60% → 95% | Movement speed 20% → 35% | Damage per point 2% → 3%

  • Quick Step: Initial damage 50% → 65%

  • Bolt Hall: Damage 160% → 130% | Movement speed reduction 40% → 70% | Physical defense reduction 20% → 25%

  • Doom Barrage: Damage 200% → 275% | CD 70s → 60s

  • Cleanse Speed: Base speed 20% | Per level scaling reduced from 2% → 1.5%

  • Auto attack damage reduced by 10%

Dual Axes

Developer Note: Dual Axes are currently viewed as extremely strong in EU and extremely weak in NA. We plan to continue evaluating.

  • Rage Burst: Explosion AoE increased by %50 | CD increased by 2s

  • Axe Throw: Throw speed increased by 50%

  • Berserk: CD increased to 22s | Duration 7s → 5s | Movement speed 50% → 40%

  • Battle Roar: Shield reduced from 10% → 5%

  • Passive: Max stack count reduced from 50 → 35

Spear

Developer Note: The Lance Master skill tree (Left side) was underperforming compared to the Legionnaire skill tree (Right side). Therefore, we are introducing several changes to better integrate it into the meta. The Legionnaire skill tree has received feedback from players regarding excessive stunlock. To improve overall combat smoothness, stun duration is being slightly reduced.

Lance Master

  • Rule: Base damage 200% → 250%

  • Spearfall: Base damage 200% → 250%

  • Mirage: Base damage 200% → 230%

  • Face-Off: Base damage 200% → 250%

Legionnaire

  • Ruthless Dive: CC duration reduced from 2s → 1.25s

Daggers

Developer Note: Following our testing, it has been identified that Dagger damage was slightly higher than intended. As a result, this adjustment has been made to ensure balance.

  • Venom Burst: Damage per level reduced from 6% → 5%


General Changes

  • Fall animation (CC effect) shortened and sped up.

  • Equipment can no longer be changed during 3v3 Trio Arena.

  • PVP defense scroll removed. Players can right-click existing scrolls in inventory to receive the refund value.

  • Board quests: Town quests now award Tera Fragments. More quest adjustments and new quests coming soon.

  • Character EXP Scroll price from Pelthera statue reduced by 35%(1.500.000 1/hr).

  • Shield max value capped at 50% of max HP

  • Some translation errors have been fixed.


This is only one step in our ongoing effort to improve the overall gameplay experience. Going forward, we will continue monitoring class performance, game balance, and player feedback closely, while making adjustments that not only meet the game’s needs, but also reflect the expectations and wishes of our community.

We want Quinfall to become a game that players can truly enjoy spending time in, and future updates will continue pushing the game in that direction with stronger improvements, healthier balance changes, and more enjoyable gameplay experiences.

Some areas may still need further refinement, and we are fully committed to continuing that work in the updates ahead. Your feedback, support, and passion for the game play a huge role in shaping these changes, and we sincerely thank you for continuing to support us throughout this journey.

We’ll continue working hard to bring you even better patches and improvements in the future.

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